Death Curse

Damage: Special.
Saving Throw: None!
P.P.E.: None/Special.

Effect

The practitioner of magic can only use the Death Curse at the moment just before his own death by channeling the last of his life energy into a curse upon his killer, or the person somehow responsible for his death (an enemy may hire an assassin or create circumstances that lead to the sorcerer's death). Only one person can be afflicted by this curse and the mage must honestly believe that individual is responsible for his death. If wrong about the guilty party, an innocent victim can be cursed, but this is a rarity.
Note: The Death Curse requires no P.P.E., just the last of the spell caster's life energy. This means that because the characters life essence was spent to evoke the spell, the mage does not get to save vs coma/death and can NOT be magically restored or resurrected by any means, except by a god! Even then, the resurrected sorcerer will return in a diminished state, 1D4 levels of experience lower than when he died, and with one third less P.P.E. (permanently lost). Furthermore, the spell is so vindictive that good characters see their alignment drop to Anarchist. To regain a good alignment, years of good deeds and forsaking vengeance is the only way.
The Death Curse:
The curse is powerful and nearly irreversible.
Again, only a powerful god has any chance of removing the curse, and then the odds for success are a meager 01-21 %. The only other way to become free of the curse is to make amends for the death he caused, but this is always a Herculean task and often impossible.
The Death Curse inflicts the following penalties and afflictions on its victim:
  • Reduce M.E. by two points.
  • -2 to save vs poison and disease, and -10% vs coma/death.
  • Whenever the cursed character is in a duel or life and death situation, initiative and all combat bonuses are reduced by half!
  • The character is usually one of the first or primary targets of attack even in a group.
  • All skill rolls involving deceit, treachery or gambling (virtually all rogue skills and many espionage skills) are reduced by half.
  • The character knows he has been cursed and is plagued by guilt or fear that something terrible will befall him. That he is marked for death (which is true). His sleep is often plagued by nightmares, and a feeling of dread washes over him whenever things go poorly. He may tum to alcohol or other drugs as a means of escape.
  • Marked by death, whenever Ghouls are encountered they point, lick their lips and giggle; Banshees weep bitterly; vampires find him unworthy of eternal undeath; and those who can see auras can actually see the black, negative energy of the curse and know he is an accursed murderer.
Related School
Invocation.
Effect Duration
Potentially permanent.
Effect Casting Time
1 action.
Range
100 miles (160 km) per level of experience. Unlimited for Shifters and Temporal Raiders who can even transmit the curse to other dimensions.
Level
5